Represents a player's network connection with the Replication Server.
A networked GameObject through CoherenceSync.
A CoherenceSync representing a Client connected to the Replication Server. Required to send Client Messages.
A command sent to a Client Connection.
Calls a method through the network on the target CoherenceSync.
Allows the Client to specify a subset of the World to receive updates from. Acts as a filter to exclude updates on less relevant Entities that could otherwise result in undesired latency.
Short-lived multiplayer environments for dozens of players. Perfect for quick session-based matches.
Long-lived and permanent multiplayer environments for thousands of players. Best suited for MMO types of games.
Responsible for taking over state authority to orchestrate server-authoritative setups.
Multi-Room Simulators are Room Simulators which are able to simulate different Game Rooms at the same time.
Generates the baked scripts for Unity that automatically handle serialization/deserialization of networked GameObjects and commands.
Replicates the state of the world to the connected Clients and Simulators.
The key-value store provides a simple persistence layer for the players. The key-value store matches a short key (identifier) to a specific value (data payload) held in a simple, unstructured database. There are no limits to the total number of key/value pairs as long as the total size stays under 256KB.